Honestly, the Spire of Nerathul is a beast. If you thought the earlier chapters of Doom: The Dark Ages were pushing the limits of verticality, this level basically says, "Hold my beer." It is massive. It's Chapter 14, and it’s the point where the Slayer finally stops playing around and goes after an ancient god to save Thira.
But here’s the thing. Most people rushing through the main objective—deactivating those annoying Stasis Emitters—end up missing half the loot. You’ve got eleven secret areas tucked away here. Eleven! Plus, there are toys, codex entries, and a weapon skin that are incredibly easy to fly right past on your dragon. If you're looking for that 100% completion mark, you need to slow down.
The First Secret Most People Walk Past
The level starts with a heavy combat encounter. You’re facing a Komodo Champion, which is a total pain if you aren't parrying correctly. Once the dust settles, don't just follow the waypoint.
Basically, you want to head to the western edge of the arena. There’s a cliff right by the water. If you peer over the left edge, you’ll see a rocky little outcrop tucked underneath. It looks like a death drop, but it’s not. Drop down there to find a max health and armor pickup—a "Soul Sphere"—and a Gold Chest. That’s Secret #1. To get back, just hit the heated metal cross on the wall.
It’s a classic id Software move. They put the best stuff right behind you at the start.
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The Dragon Sections are Secret Goldmines
Once you hop on your dragon, the game feels like a different beast. You're hunting Hell Fighter ships and taking out tentacles, but the real secrets are the Secret Landing Zones. These aren't marked on your HUD like the main objectives.
Finding the Hidden Mountain
There’s a Secret Landing Zone located on a jagged peak way outside the main "bowl" of the map. Look at your Automap. See that isolated spire in the distance? Fly over there. You’ll have to throw down with a lone Titan. Kill him, and the landing zone unlocks. This is where you snag a Wraithstone, which you’ll desperately need for those late-game upgrades.
The Derelict Ship Puzzle
Later on, you'll land near a massive, wrecked ship. This place is a maze.
- The Arachnotron Toy: Before you go down the ramps, look for a wooden wall with a blue Shield Charge icon. Bash through it. The toy is right there.
- The Gold Chest: In the lower decks, look for a room full of explosive barrels. Shoot them. It reveals a hidden path.
- The Cube Puzzle: There's a Ruby statue sitting on a platform you can’t jump to. You have to find a cube on the upper floor, break its lock with your shield, and push it onto a pressure plate below. This activates a jump pad.
If you're missing a Ruby, it’s almost certainly the one in this ship.
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Don't Forget to Go Swimming
Seriously. Near the Spire Landing Zone at the bottom of the map, there’s a rounded building behind a locked gate. You can’t pick the lock. Instead, look into the nearby river.
You’ll see some shipwreck debris underwater. Jump in—don't worry, the Slayer can breathe fine—and swim through a hole in the riverbed. Watch out for the fireball turrets down there; they’re surprisingly accurate. Follow the tunnel up, and you’ll pop out inside the locked building. You’ll find another Ruby and some gold.
Spire of Nerathul IGN Secret Guide: Checklist for 100%
If you’re staring at a 98% completion screen and want to pull your hair out, check these specific spots. Most players miss the final toy or the last bit of gold because the map verticality is confusing.
- Weapon Skin: The Nightmare Grenade Launcher Skin is tucked away in the massive Imp-infested combat zone near the end. After the horde is dead, check the far end of the arena near a Wraithstone.
- Revenant Toy: Right before you get the BFC (the Ballistic Force Crossbow), you’ll be in a circular tower with jump pads. Go all the way to the top, but before exiting, look for a secret ledge to the right.
- The Second Codex: Most people find the first one easily, but the second one (Serrat lore) is often missed. It’s near the end of the chapter, tucked away on a ledge near the flowing water canal. You have to cross the stream and drop down to a rocky platform.
What Really Matters for the End-Game
Look, getting all 359 pieces of gold in this level is a chore. I get it. But you absolutely should prioritize the Demonic Essences. This chapter has two: one for Health and one for Ammo (specifically for the Launcher).
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One is tied to an optional Gore Nest encounter. Don't skip it. The difficulty spike in Chapter 15 and 16 is real, and if you haven't maxed out your health or ammo capacity, you’re going to have a bad time.
If you're playing on Pandemonium or Ultra-Nightmare, these secrets aren't just for trophies; they’re survival. The Life Sigils found in secret areas 3, 7, and 10 act as extra lives. In a game where one mistake can reset your entire run, those three sigils are worth more than any gold chest.
Next Steps for Your Run
Go back to the starting island if you haven't left on your dragon yet—once you fly away, you can't go back. Check that western cliff edge for the first Gold Chest. After that, keep your eyes on the river for the underwater tunnel entrance to secure the hidden Ruby before heading into the final Spire ascent.